DBDVulture
DBDVulture
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This map is really hard for nurse now as you can loop her around "nothing" for a long time. The very short fences completely mess with her ability.
The map still has a bunch of god pallets and almost no mindgameable pallets.
If you don't have Bamboozle (or are playing nurse) you will suffer on the windows. Shift W is way too strong.
Once again it's a map where you have a 3 gen on one side and a 3 gen on the other side- incredibly boring. There should be three generators in the middle of the map and two on either "end".
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Corrupt keeps survivors from potentially finishing a generator before ever interacting with the killer. It causes survivors to rotate and in so doing allows for chases to happen. They can't just hide next to a generator with no chance of being found and then start the gen when the killer has passed by. If they sit there waiting for two minutes then they are a liability to the team.
Corrupt should have been made base kit. Taking the perk should lock the generators at some middle point of the match for 60 seconds - like maybe when there is only one generator left.
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@[Deleted User] said:
love it, best map in the game imo, super fun to play as killer and survivor
Sorry but the map is just too big. When you have a map that is 9000m² it's generally fair to all killers based on size. Maps that are big allow you to just run away from the killer with no consequence.
Consider Coal tower as a perfect example. If you run away from your generator towards other loops you are almost certain to suddenly expose a second survivor in a loop to a chase. This is what needs to happen to make the game fair.
The killer is "expected" to pressure multiple survivors at once. That type of pressure only happens on large maps when a killer hooks and camps a survivor around 3 generators that are completely untouched. Is that healthy? No.
Small maps are healthy for DBD.
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This shows that most PC players are about done with DBD. They show up for ~2 weeks during the event and then vanish. But the console players are still enjoying the game.
Six years old is very old for a video game even if it gets constant graphic updates. There have been no new modes added and the fundamental game balance remains the same since 2016 in that one side has all the power (survivors). At a glance the balance is "fine" if you are a new player or a middle skill rank player. But as soon as you get to where you play good people often you either need to get very good or you basically stop playing all the bad killers.
People are crying that the new patch will kill the game. If nothing happens that will kill the game.
The devs refuse to nerf SWF and that more than anything will kill the game. I know you have fun stomping on killers because you have the advantage of effectively 10+ extra perks from voice coms but that's not fun to play against as killer.
Tunneling and camping has become standard. Why? Because fundamentally the survivor objective sits around 4 minutes without slow down and the killer objective is closer to 8 minutes. And there are still people trying to suggest that the time to die on a hook needs to go up - lol.
By the end of the year DBD will have real competition for the first time ever. There were 6x 4v1 games coming out this year but the main ones are : Evil Dead, VHS, & Ghostbusters.
DBD will hemorrhage players when there are 3 well polished games in the same genre. Why? Because DBD is unfair and has remained so because they know that if they adjust SWF at all then that will make survivors angry. But not doing anything about it has deleted the dedicated killer base slowly over time.
Let us not forget that DBD has a small player base that cannot accept a division for a new game mode. How do you think losing 1/3 of the player base will hit? A lot of people want to play VHS because it lets you fight the killer. Other people crave : balance (VHS and Evil Dead make the 1 very powerful against any 1 of the 4).
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@Icaurs said:
Umm... You do realise she barely made it and we're talking about a base M1 killer and she had to drop the pallet to survive. I mean if you could just throw on save the best for last and down every survivor in a matter of seconds with it do you now see why that might be just a little bit busted. If any thing in this video it shows the strength of Save the best for last.
All he had was Save the best for last and she had to make it it too a pallet in 10 seconds. In early game sure, but in the early game you would be building your stacks anyway, but generally in late game, expecting to make it to a pallet in 10 seconds consistently.. I mean come have some honesty that's not happening.
Also.. Trutalent is a really bad example. He has a very hostile personality and quite an ego. As a result, he goes up against regular SWF who stream snipe and taunt him for entertainment. His matches are far removed from the norm of DBD and in all honestly nobody has anywhere near as many problems as he does.
Here is a better example of what 8 stacks of looks like
https://www.youtube.com/watch?v=4Na7Ve40XpI&t=56s&ab_channel=ScottJund
Watch at 1:28. That is what 8 stacks looks like. And as many people like to point out, He is only a mid tier killer, which only highlights how strong this is on the stronger killers. This patch is a massive killer buff and anyone who plays this game knows even small number changes have massive impacts.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3040919#Comment_3040919
Demogorgon is a mid-tier Killer? Do you even play Demogorgon?
There are only 3 killers that can use STBFL without penalty - all the time (Nemesis, Demo, Pig). When you use STBFL on those killers they are elevated far beyond their limits otherwise. If you are one of those people that would put their hand over Otz's tier list to swear by in court over the Bible - you should take some time and evaluate for yourself how much better these killers can be with STBFL.
That being said 2 stacks is an incredibly minor buff. Likewise the 10 second increase timer on gens is such a small buff. Overall I expect changes to be just as long if not longer.
The only thing that has changed is that DH is now more valuable vs killers like Nurse/Blight where they have a window of time they can attack with their power. Against any other killer it will be weaker. DS is weaker but will still waste a lot of time. Speaking of wasting time - the endurance effects on the PTB are way out of hand and that is going to waste a ridiculous amount of time.
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Examine why Tunneling/Camping/Slugging happens. Usually it is a reaction response to the : gens before friends strategy of survivors.
You chase a survivor and they are hard to hit; you lose 3 generators by the time you down them. This encourages you as the killer to camp them until stage two while patrolling the nearby generators.
In short you traded one hook state for three generators. That is unacceptable. At that pace the survivors would have their objective completed by the second chase.
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Maps that are 9000m² are fair size to killers that are not nurse/blight.
It's a problem when a map like The Game is only fair to play as Huntress, Nurse, Nemesis and a handful of other killers.
Imagine if we had generators that could only be repaired by survivors with certain perks.
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Off the record should be 40 seconds or once per game at 80 seconds. Either form should be disabled at end game and should do so many things at once. Endurance on its own is fine - but also removing noise and scratches? Hell no.
Mettle of Man should only get you "credit" if you take an injury - so endurance would give you no credit for "tanking".
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3032917#Comment_3032917
It's not a bug. It's when everyone brought dark moonlight offerings. They make the game 10x darker
Incorrect. That's from a match where nobody used darkest moonlight. Everything was black and the killer's red light was just about the only illumination. Imagine walking around in near pitch black and that was the only light.
It was a bug from watching another survivor's perspective but they saw the game normally.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3033096#Comment_3033096
I feel like even you don't know what you are trying to say.
Here are some bullet points for you:
1) Maps that are larger than 9000m² are unfair to every killer that cant teleport and isn't Nurse/Blight.
2) SWF is grossly unfair and needs to give the killer compensation (i.e. 4 extra perks chosen before the match that activate in case of SWF).
3) M1 killers are completely unplayable after you reach a certain level of MMR.
4) Survivors rushing generators forces the killer to camp/tunnel if they lose too many gens too fast.
5) Making gens take 10 seconds longer and nerfing all the gen defense perks is actually a step backwards for balance.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/3032986#Comment_3032986
It was fun, a long time ago. Not fun anymore since so many killers are antiloop now. Its more beneficial to run away from a loop to a dead zone, that's how strong antiloop powers are (at least in the hands of competent killer players). Most loops you can run max twice but somehow killer players seem to have forgotten how to run lots of loops to their benefit. These kind of good killer players are silently laughing at this update and will start to get 5 kills in a game.
And people like you who just shift W are why people just play Nurse and Blight. It's beyond stupid to mindless follow survivors when you can zoom right up to them.
It's a shame all killers dont have some kind of sprint they can use out of chase.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3031615#Comment_3031615
He was doing this at high MMR and I think that's about all we need to know. There have been several streamers that have duplicated this too.
Otz and Truetalent did the same challenge. In no less than 5 games from Otz the survivors threw the game extremely hard. Meanwhile True had 1 game where the survivors threw and someone had already killed themselves on the hook.
It was a complete night and day comparison - literally. Otz was playing super late and had potato players. He also forgot to not move on several maps and that skewed at least 2 games - that he did not replay.
@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3031637#Comment_3031637
The fact he did it proves that with enough experience, any killer is viable. And remember, this challenge was duplicated by a lot of other streams.
Saying all the other killers aren't viable, when someone in fact did win with them at high MMR without perks and a 30 second head start, shows this is not the case.
Any killer is viable? Right that's why they only play 2 killers in most DBD tournaments. All the rest are powerless.
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@Pepsidot said:
Personally I'd rather not have the blur, it would get old fast.
DBD still has Blur - although I turned it off.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3032807#Comment_3032807
I don't think VHS so much, because from some of the gameplay I've seen, matchmaking is more skewed than DBD, as well as the factor of it's just teens bullying supernatural creatures and killing them, so basically current state of dead by daylight but the teenagers can actually kill the Killer
Ghostbusters works, I still play Friday the 13th, and I haven't tried out the Evil Dead game
VHS gets a lot of things right. For one every hit matters as it lowers your health. You knock the player down and that's the end of it. You can't be pallet stunned or blinded and lose the chase.
Imagine for example with DBD if it took 50% longer to heal every time you got injured. The 4th time you heal is going to take an eternity. Medkits will run out super fast and you can't ignore being hit by the killer anymore.
VHS doesn't require the teens to make a mistake - if you play killer well you get downs. That only happens in DBD with Nurse and sometimes Blight.
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@jesterkind said:
Isn't this how most games work? If you consistently win, you get tougher opponents until you don't consistently win anymore?
Let's take the chess example.
If you have a rating of 1800 you can play someone who is 1900 and have a good game- you might even win. DBD match maker has no difference between 1900 and 5000.
As an 1800 rating player you would never even see a 3000 rank player but DBD says oh well and puts you together. Is that fair? It is *absolutely* not ok.
This happens because there are survivors who have a 500+ escape streak.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3032731#Comment_3032731
"Every killer must have a huge advantage over solo queue, and an advantage over all SWF except 4 of the absolute best tournament groups which you have never gone against anyways. Solo survivors consist of about 50 percent of games according to stats, but every killer should have a basically free win when going up against them. Why? Because if they can win easily then they will take it easier on these solo queue players."
Even the most delusional nurse mains would be embarassed to say this. Come on. Drop the bias and look at the game from not just the point of view of your favorite play style.
If you want to win with no consideration of how fair it is for the other team/player(s), just go play a single player game.
Stop with the Bias. I regularly play against tournament dbd team members - they have the logo in their steam profile. I often play against people who loop pixel perfect the entire game without ever making a mistake.
Actually according to the last released stats from the devs solo queue is less than 25% of players. They presented the info in a misleading way. So that means 75% of players have a 15% advantage in terms of escape rates. Let's not forget Freddy got nerfed for having a 4% higher kill rate.
If you are not playing a killer that zooms you are at a disadvantage on any map larger than 9000m².
If you are playing against a SWF you are at a disadvantage.
If you are playing an M1 killer you are at a huge disadvantage,
There is no "getting good" with certain killers. Otz said for example on his stream today it would be impossible for him to do a 50 win streak on Michael Myers. That would be 50 games of wins in a row with no addons and no offerings where he has to get three kills.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032991#Comment_3032991
What? U do realize that was not the point right? Like at all.
Besides, I main Ghostface not Myers.
Ok then play the next 50 games as Ghostface. Use addons or map offerings and whatever perks you like. Win 50 games in a row by letting at most 1 survivor escape.
It will be a cakewalk right?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3031679#Comment_3031679
But they didn’t “nuke the slowdown”. They nuked Ruin, they somewhat nerfed Pop, and they somewhat nerfed Corrupt. But Pain Resonance actually regresses more than before (it’s 15% of 90 seconds instead of 80) and all the other slowdown perks are either unchanged or buffed, including a really big buff to Overcharge.
Ruin was already garbage and required another perk to make it not get deleted in 10 seconds. Nobody cares about ruin because almost nobody was using it.
The changes to Pop are absolutely brutal. Right now you pop a get at 50% and it goes to 25% progress. You just wasted 20 seconds of a survivor's time by spending 2 seconds. Kick a 50% generator after the change and you remove 11.6 seconds of progress by kicking a generator for 2 seconds. To put this into perspective: Imagine if DH were only giving a 0.5 seconds of endurance.
Meanwhile Survivors get 5 seconds of BT basekit. Killers get 2.5 % pop built in - which is a 90% nerf to how the perk works. So why isn't borrowed time base kit not 90% nerfed? Basekit borrowed time of 1.2 seconds would totally suck. That's what you're giving killers and it is a complete joke.
Killers are designed to fail. Why? Because pallet saves, flashlight blinds and body blocking the hook didnt get changed. If any one of those three things happen you lose a minimum of 20 seconds of progress. Does the killer get any compensation? No. Remember too that 1 second of the killer's time is worth 3x as much for survivors assuming one is being chased.
DBD should have some kind of base kit protection for killers after downing a survivor. It should be a mechanic that only functions if the survivors are ahead or equal to the killer's progress. In short if the number of hooks is less than or equal to the number of generators completed then the entity automatically block all pallets within 8m of where the survivor fell for 10 seconds; in addition the killer will be immune to flashlights during this time.
Can we have that instead of a 2.5% pop for kicking generators? Because what you gave killers is a complete joke.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032961#Comment_3032961
Not really lol SouzaSoul does it every week on stream. From Thursday to Sunday he plays as many different killers and always manage to pull off at least a 3k. I myself got a 17 win streak last week.
and Yes camping and tunneling are valid strategies but not as op has implied before on this very post. Tunneling ( and face camping for that matter) is only effective on overly altruistic survs, otherwise they’ll just ignore it and gen rush the killer
Why don't you do an Otz style win streak?
Use No addons or offerings and you must kill 3 people. You may use whatever perks you like.
Why don't you try it with : Michael Myers.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3032183#Comment_3032183
My solo queues are better than my swf.
https://us.v-cdn.net/6030815/uploads/JU50WT3ZTTHQ/20220617-215144.jpg
This was a solo queue game
If you get better solo games then it likely means your friends are putting you in a higher MMR bracket than you can handle.
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@Camonna said:
Where there are high chance that we will join lobby against them at the mentioned time ? and how do i know they are friends or not some are console or privated thier profile.
For my area you get good games as killer from about 5 pm to 10-11 pm during the week. Most games are partial SWFs. Somewhere around 4am most of the SWFs have gone to bed. But then around 6 am you get early risers flooding the killer pool so the game takes too long to queue for a game. If you play survivor at this time you get a bunch of survivor mains trying to play killer - it's funny and cute.
Weekends are completely unplayable as almost every game is a fully loaded SWF.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3032958#Comment_3032958
That is the main reason why tunnel will increase next update. Gen regression perks are nerfed to the ground, but Prove is not nerfed and repairing perks are not going to be nerfed, so this will increase Tunnel and Camp a lot.
I can manage 3 seconds DS, But I can´t manage 4 players genrushing me , so I have to reduce their number as fast as I can.
There is one perk that will be even worse than PTS if they break a hex totem - too bad you will never break my hex totem as I never use hexes (unlike boons they suck).
I can say for sure if I play killer after the perk changes I will definitely be camping more and I already tunnel hard.
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@SpiritedSalsa said:
https://forum.deadbydaylight.com/en/discussion/comment/3032954#Comment_3032954
Yeah, that's this weird thing that I've had too when I haven't worn glasses. Somehow I can vault over stuff, dodge attacks, but I also think that's memorizing the maps/buttons and having played the game a while. The brain remembers, but sometimes my brain and eyes don't and I'm screwed, but thank you, I'm glad you've got perks that hopefully help you too! :)
It's funny you say that because SC, SC and IW are getting completely gutted (my other perk is SB). That's the perks I have used for 6 years. I'm probably going to retire survivor when the changes go live. I dont like moving my camera behind me as I run forward - that's what I use SC for. When you have been using it as long as I have you know exactly what the killer is doing by how your cat flickers.
I'm probably not going to play killer either because I predict it will be even worse than it is now. At least right now we have very strong generator defense perks.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032907#Comment_3032907
I think i see what the problem is. Skill issue. Cuz the game literally is killing the most survs before they finish the gens and escape.
I recommend u watch otz’ 50 win streak on YouTube. He literally managed to get 50 win streak with every single killer in the game while streaming. Maybe then you’ll see how wrong u are.
Otz completed many of these before MMR was part of the game. He will be the first to say : you can't do that anymore now that MMR is part of the game.
He kinda cheated on the Artist as he did the last 13 games on a day where they were testing mmr when it was essentially "off".
CMWinter got nearly 200 pig game wins in a row before MMR. Now that MMR is a thing he can't ever do it again. He's extremely good at pig too - but to be honest Pig just kinda sucks.
Also when you watch Otz play sometimes he will camp and tunnel during his challenges because he knows how much pressure it puts on survivors.
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@Swampoffering said:
Nope, the best way to fix Camping and Tunneling is not forcing Killers to do it if they want to win a game :)
Fix Maps, Fix SWF unbalance, Fix Gen Speed (10sec increase, what a meme) and incentivize me as killer to not camp a survivor until death. Otherwise killers will tunnel, and mark my words, after next update, tunnel will increase A LOT
You're not wrong. Removing a player from the game is an instant and permanent -25% generator repair modifier.
Strong generator slow down perks make killers feel comfortable not camping. And what are they doing? Nerfing them to oblivion.
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@SpiritedSalsa said:
https://forum.deadbydaylight.com/en/discussion/comment/3032944#Comment_3032944
I mean if my console added reshaders to it, I still think I'd have a hard time anyway because of how bad my eyesight is. xD It wouldn't matter. I just deal with it. Nightfall can be good or bad for me depending on the day. I like the concept of it compared to other killers, but like myself and other poorly sighted people who play this game, we have to rely on aura reading perks if we want to see stuff.
My eyes are old but they work "ok". Funny enough having slightly blurry vision can actually help you see motion better. I am glad there are some perks that make the game work for you.
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@KurnDisciple said:
https://forum.deadbydaylight.com/en/discussion/331565/thanks-for-bringing-back-infinites
Not excusing it, but also, if you are playing M1 killers without bamboozle at this point you are just doing it wrong. So many maps have god windows that I am surprised anyone is complaining they went back and added more.
I have been running bamboozle on my M1 killers since legit infinites were a thing and I have just never taken it off, lol. That's how bad the maps were, are, and will always be
Since the average survivor can loop shack and jungle gyms pretty well now too it just makes it even all the more appealing
Bamboozle - while I love the perk and use it religiously is a "band aid" perk. You shouldn't need to run Bamboozle to feel like you have a chance with M1 killers.
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@Raptorrotas said:
Once there is a pool of hookstates/lifes, survivors kinda would konda stop caring about anything except camping and rushing those gens, especially if theres no time pressure to unhook.
Survivors already dislike being hooked for a minute. Howd they cope with "the time it takes to power the gens".
If i recall correctly, those were kinda the things that went wrong with Deathgarden.
Deathgarden died because it was waaaaaaaaay too easy to play the "killer" vs randoms without voice coms. Instead of balancing DBD they made a new game.
Working on a generator while a survivor is on a hook should reduce your points/emblems. It would promote the idea that you need to stop what you are doing and go save the person.
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@SpiritedSalsa said:
https://forum.deadbydaylight.com/en/discussion/comment/3032941#Comment_3032941
I have Windows of opportunity, so I'll add that on my more worse eye days. And I'm a console player, so I can't use any filters other than the ones on my TV. I don't mind having 1 Aura reading perk that takes up my perk slots. Bond is more helpful because I can see what everyone is doing too, so nightfall is at least countered in that way for me. :)
"can't use any filters" - that's your problem lol.
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Dredge is very predictable. Once you understand how he will use his power to teleport in a loop you can shift W out of the loop - because holding his power to teleport back to his husk makes him slow.
The only way he can catch up is to teleport in front of you - so you just run back to the previous loop. Once you understand his limitations he is pretty weak.
He has no instant pallet break and his teleport is only good during Nightfall. Sadly he has no "infinite" nightfall addons.
To make things worse all his perk suck except the locker aura one.
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@Rogue11 said:
Yea I hate having the survivors and killer basically waving at each other from across the map. DoF shouldn't be too resource heavy.
I wonder if they removed it because pc players could turn it off in gpu drivers? Would be pretty irritating being sniped by Huntress from across the map when I can't see 20 feet in front of my character.
Fear of the unknown is a huge part of tension building so clear visibility is a bummer for the horror atmosphere.
I wonder if they removed it because pc players could turn it off in gpu drivers?
Can confirm you could turn the fog 90% off with some setting changes.
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This is a picture from a friend - apparently it was a 2016 bug that happened once. I think this is what DBD should look like when playing survivor and you are hurt :
old bug.png -
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3032882#Comment_3032882
What you don't understand is that it's not designed that way because you lose more, the more often you go after multiple survivors. Because it's literally a waste of time while survivors get free gens.
https://forum.deadbydaylight.com/en/discussion/comment/3032897#Comment_3032897
I'm not saying you cannot nerf tunneling. My issue is when people say to nerf tunneling without buffing other strats. They literally want to nerf tunneling and leave it at that.
Why is it that Survivors are allowed to tunnel Generators and this is viewed as "fine?" This creates a problem for objective timers. Survivors can finish their main objective in 4 minutes (3 minutes if on voice coms and SWF strats).
Meanwhile at high MMR you can often spend one minute in chase if not playing Nurse or Blight. Then you have 10-15 seconds to hook a survivor. Then you need 20 seconds to travel anywhere meaningful. Also you hit the survivor twice so you need to add a 3 second cooldown per hit. Let's add all that up : 60+10+20+6 = 96 seconds.
Oh look what a surprise - this explains why too many people are escaping.
If we wan to make meaningful changes to bloodlust here's what needs to happen:
1) Getting hit by a pallet should increase your bloodlust - not remove it.
2) Make breaking a pallet increase your bloolust - not remove it.
3) Bloodlust should start when you are following a survivor's scratchmarks for longer than 5 seconds even when you can't see the survivor.
This would make M1 killers deadly in a chase. It would create the rule basically: you can't do anything to remove my bloodlust and I will eventually catch you. Survivors would hate this - so it won't happen. But it would make M1 killers fair.
How would bloodlust get removed then? Inflicting an injury state on survivors will remove bloodlust. This would require survivors to work together. It would mean you will not escape chases alone anymore. Your team mates hammering out generators would need to get off the generator if you are to escape a chase.
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@toxik_survivor said:
I remember when maps looked like this in the good ol days of dbd. Gives me nostalgia. Taking a photo of a yt vid is really bad quality so I'll just give you guys the vid. You'll see the blurriness in the distance and that was the best effect that should of never been removed.
This video was recently given to me by a very friendly forum user willing to find this video for me. (I was looking for the blurred effect)
Holy crap I have never seen Tide without facial hair - he looks 20 yo.
DBD was 10x better with the mist because it allowed stealth to happen regularly. Unfortunately consoles can't handle it so they had to remove it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3032881#Comment_3032881
I'd ask you where you're getting this information but apparently you've said this before and refused to back it up with a source so I don't really feel like this conversation is worth the time anymore.
The source was anonymous but they pinged the DBD servers looking at who was in queue.
stupid dbd graph.pngWhoever made this really didn't do a good job of realaying the information in an easy to read formant.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3032872#Comment_3032872
Predator: Hunting Grounds (same people making the Ghostbuster game), HSH, RE: Resistance, Propnight, IDV, Hide or Die, Evil Dead, BHVR's own Deathgarden (I never understood why they made this game considering it would directly compete with DbD)...
Keep on that copium friend.
There are regular times where DBD has 4000 survivors in queue and about 30 killers. More games that are newer and balance for voice coms will be appealing to many players.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3032807#Comment_3032807
yeah man it can't keep working. just look at all the other asymmetrical games that killed DbD:
F13 had a lawsuit that killed it.
Last year had a CEO run away with the money & they tried to be discord store exclusive.
This year will release the LF game, Ghostbusters, ED and VHS. DBD will be required to change - or there will be bots.
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@Seraphor said:
Why so melodramatic?
1. The only perks that got significantly nerfed are Ruin and Pop. The whole point of which is to break up the meta to make other slowdown perks more viable. Some are even getting substantial buffs, such as Jolt and Overcharge.
2. The increase to gen speed has compound effects. While the time it takes them to be repaired has been increased by 12.5%, that also means all regression and slowdown perks have been indirectly buffed by 12.5% too, as well as indirectly nerfing toolboxes by 11%.
If they merely made gens take longer without nerfing the meta regression perks, it would just make those perks even stronger, as they would also give you 12.5% more value. Causing killers to double down on the meta even more.
Besides, the base changes actually make the changes to Pop neutral on a near-completed gen. 20% +12.5% indirect buff +2.5% base kick regression = 25% relative regression.
He's not wrong. Killers get a 90% nerfed pop basekit. Pop was nerfed to the point where it wont be used anymore.
Meanwhile survivors got 5/12ths strength BT. Base kit Bt should be 1.2 seconds.
@RaSavage42 said:
Gen Speeds weren't nerfed... Gen times were
A Survivor still puts in the same amount of charges per second
Base Gen regression is still crap (.25 charges per second) while yes they did add a 2.5% onto Gen regressing which helps... but still
They said that they were going to change the meta and they did... now it's up to us players to play with these changes to see what can be next
The problem is that gen speeds now with A+ gen defense perks is better than Super nerfed perks and +10 seconds generator completion time.
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@gatsby said:
Both Killers are way too strong with their pink addons. And everyone runs the crazy addons.
They're weak Killers at base kit, but that's why no one ever runs them base kit.
MM even if he got infinite T3 before one generator was completed is an M1 killer. Throw pallets and that's enough - most of the time.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/3032777#Comment_3032777
Yeah it's just sad that after so many years they're still making the same mistakes and refuse to fix it
The game game design is : 4 players have fun and 1 player suffers. This makes the most money; it wont keep working when VHS and Ghostbusters come out.
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Maps that are larger than 9000m² are "fine" if you are Nurse or Blight.
Most of the time it's a huge disadvantage for any other killer.
Combine the ability to get infinite information with SWF and ultra safe loops and you have a recipe where only maybe 5 of the killers are really high quality and viable across many tile sets.
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Maps that are larger than 9000m² should only be playable by killers like : Freddy, Ring, Nurse, Blight.
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@Peanits said:
From a personal perspective, I would say yes. Not necessarily because they'd be too strong, but because the game isn't really designed with that speed in mind. Many loops are designed for 4.4m/s and 4.6m/s Killers, where each side has a chance to outplay the other. Adding extra speed to that quickly makes them one sided. If you strengthen the loops to compensate, you're right back at square one. An extra 0.2m/s sounds small, but it means catching up 33% faster.
But beyond that, there gets to be a point where your base movement speed is a bigger draw than your actual power, which I'm not really sure is the right direction to go. Having a bunch of Killers whose main draw is "they go fast, but also have a small power" could end up feeling homogeneous.
In my mind, it'd be much better for the weaker powers to get buffed than shoved aside in favour of movement speed. The powers are what make each Killer unique, after all.
https://forum.deadbydaylight.com/en/discussion/comment/3031698#Comment_3031698
This couldn't quite work, at least with the way chases are currently implemented. As long as the Survivor is not in your FOV, the chase will not start. Moonwalking towards a Survivor would allow you to keep the 5.0m/s speed without starting a chase.
Sorry but you're wrong. Why?
Because weak killers are pointless. Nobody is going to play Wraith when Blight Exists in a money winning tournament - all things being equal.
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You can't kick SC+BK.
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All killers need to be as effective as Blight/Nurse.
The moment wraith is as effective in chase as Nurse then you wont see killers need to camp.
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Honestly giving 90% nerfed Pop as base kit is a complete joke.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3027889#Comment_3027889
So just don't rescue since all that would happen otherwise if the killer camps you is just trading hooks until both people are dead then. Whether people like it or not, Endurance effects are needed in this game.
Endurance effects would not be "needed" if M1 killers like wraith were as viable at high levels of play as say Blight. You could leave the hook without fear that you would get more hooks quickly before the game was over.
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@Msterflex said:
I mean simple common sense balance and quality of life changes that they should’ve made years ago? It’s because of hyped and fun games with the same style of gameplay like Evil Dead, Ghost Busters and Texas Chainsaw Massacre coming out and suddenly they’re feeling threatened. This is the benefit of competitive capitalism. If you care about Dead by Daylight don’t hesitate to play it’s competitors.
DBD has a number of simple problems.
1) survivors want easy games and the devs have given it to them for 6 years
2) this makes long term killers leave (it also makes everyone who stays play better killers like Nurse/Blight)
3) It refuses to nerf SWf to make the game fair; this is fine as long as there is no other game like DBD on the market.
VHS, ED, & Ghostbusters are going to steal market share from DBD. These other games will have balanced 4v1 and up until this point there has been no real competition. The closest thing would have been last year but it failed because : they wanted to release the game exclusively on discord store & then a CEO ran away with the money (no not joking). It tried to rebrand and re-release but it was far too late to salvage.
In short DBD has had no real competition. There are several "knock off" imitations over the years but nothing of substance. It makes lots of money from survivor mains who buy all the DLC and skins. They have fun so they keep paying to play.
VHS has a number of advantages over DBD - for one it will be 100% free to play (not pretend free to play where you must pay $ to afford upkeep). As a "2.0" version of a 4v1 it solved the problem of hooking.
A ton of people are planning to leave DBD forever the moment VHS is in full release and you keep character progression. Ghostbusters will likely have a similar effect.
DBD will adapt or die.
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029708#Comment_3029708
You should not be forced to hit a survivor who should otherwise be running away due to being in a weakened state. Just because that's the simple solution doesn't mean it's something that's healthy for the game. It prevents the person who was saving from taking damage and getting to safety and surely you can understand the benefits of getting to a loop injured vs getting to one uninjured. Or, I suppose that was too much thought for you to consider.
A chase shouldn't be longer than 40-60 seconds. Every chase also has 6 seconds of weapon wiping and 10-15 seconds of hooking a survivor. Then depending on map you have 20 seconds of travel time to get somewhere remotely interesting.
Add the chase elements up: 20+60+6+15= 106 seconds.
When hook timers were increased it slowed down the killer objective to the point that you can only "catch up" by tunneling someone out of the game.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3032249#Comment_3032249
Not the topic at hand but sure, they should. Then they can determine whether or not it is an issue.
So far, they have determined Camping has issues.
Basically here's the problem:
Medium skill players can out loop M1 killers.
Better killers with Antiloop (like Nemesis) trump medium skill survivors.
HIgh skill MMR survivors can trump strong antiloop.
Nurse/Blight trump high MMR survivors.
The very best players or just high MMR survivors in a SWF trump Nurse/Blight.
You shouldn't automatically lose the game because you want to be nostalgic and play Trapper or Wraith. But the size of most maps and the loops on many maps straight up are just unfair unless you're playing one of the top 10 killers.
You might as well AFK if you try to play Wraith and you load into The Game. But you can have a lot of fun on The Game as Nemesis.
Imagine for a moment if every DBD map had a list of killers that were approved or declined for that map.
-Does the map have grass? If no, then trapper will never play that map - unless the killer uses an offering and sends himself to a different map.
-Is the map larger than 9000m²? Then only Nurse, Blight, Ring, Freddy and Dredge can play that map.
That is the type of change the game needs to start making things fair so that a killer doesn't have to camp.
Another way you could achieve the same end is to say killers have a MMR cap. Imagine for example if Pig was only able to play against survivors with 1400 or less MMR. That might suck if you were 1600 MMR because you would never see pig. Overall it would not be very fair or fun. You would get to a certain MMR and then it's only Nurse/Blight with zero variation. Killers would likely be given opponents well below their skill if they are accustomed to playing (and losing) vs better survivors.
